Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Characters/CharacterNetworking.cs
2019-03-18 20:39:27 +02:00

334 lines
13 KiB
C#

using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using System.Collections.Generic;
namespace Barotrauma
{
partial class Character
{
public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
{
if (GameMain.Server != null) return;
if (extraData != null)
{
switch ((NetEntityEvent.Type)extraData[0])
{
case NetEntityEvent.Type.InventoryState:
msg.WriteRangedInteger(0, 3, 0);
Inventory.ClientWrite(msg, extraData);
break;
case NetEntityEvent.Type.Treatment:
msg.WriteRangedInteger(0, 3, 1);
msg.Write(AnimController.Anim == AnimController.Animation.CPR);
break;
case NetEntityEvent.Type.Status:
msg.WriteRangedInteger(0, 3, 2);
break;
}
}
else
{
msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
if (memInput.Count > 60)
{
memInput.RemoveRange(60, memInput.Count - 60);
}
msg.Write(LastNetworkUpdateID);
byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
msg.Write(inputCount);
for (int i = 0; i < inputCount; i++)
{
msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
if (memInput[i].states.HasFlag(InputNetFlags.Aim))
{
msg.Write(memInput[i].intAim);
}
if (memInput[i].states.HasFlag(InputNetFlags.Select) ||
memInput[i].states.HasFlag(InputNetFlags.Use) ||
memInput[i].states.HasFlag(InputNetFlags.Health) ||
memInput[i].states.HasFlag(InputNetFlags.Grab))
{
msg.Write(memInput[i].interact);
}
}
}
msg.WritePadBits();
}
public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
if (GameMain.Server != null) return;
switch (type)
{
case ServerNetObject.ENTITY_POSITION:
bool facingRight = AnimController.Dir > 0.0f;
lastRecvPositionUpdateTime = (float)NetTime.Now;
AnimController.Frozen = false;
Enabled = true;
UInt16 networkUpdateID = 0;
if (msg.ReadBoolean())
{
networkUpdateID = msg.ReadUInt16();
}
else
{
bool aimInput = msg.ReadBoolean();
keys[(int)InputType.Aim].Held = aimInput;
keys[(int)InputType.Aim].SetState(false, aimInput);
bool useInput = msg.ReadBoolean();
keys[(int)InputType.Use].Held = useInput;
keys[(int)InputType.Use].SetState(false, useInput);
if (AnimController is HumanoidAnimController)
{
bool crouching = msg.ReadBoolean();
keys[(int)InputType.Crouch].Held = crouching;
keys[(int)InputType.Crouch].SetState(false, crouching);
}
bool hasAttackLimb = msg.ReadBoolean();
if (hasAttackLimb)
{
bool attackInput = msg.ReadBoolean();
keys[(int)InputType.Attack].Held = attackInput;
keys[(int)InputType.Attack].SetState(false, attackInput);
}
if (aimInput)
{
double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
TransformCursorPos();
}
bool ragdollInput = msg.ReadBoolean();
keys[(int)InputType.Ragdoll].Held = ragdollInput;
keys[(int)InputType.Ragdoll].SetState(false, ragdollInput);
facingRight = msg.ReadBoolean();
}
bool entitySelected = msg.ReadBoolean();
Entity selectedEntity = null;
AnimController.Animation animation = AnimController.Animation.None;
if (entitySelected)
{
ushort entityID = msg.ReadUInt16();
selectedEntity = FindEntityByID(entityID);
if (selectedEntity is Character)
{
bool doingCpr = msg.ReadBoolean();
if (doingCpr && SelectedCharacter != null)
{
animation = AnimController.Animation.CPR;
}
}
}
Vector2 pos = new Vector2(
msg.ReadFloat(),
msg.ReadFloat());
float rotation = msg.ReadFloat();
ReadStatus(msg);
msg.ReadPadBits();
int index = 0;
if (GameMain.NetworkMember.Character == this && AllowInput)
{
var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
index++;
memState.Insert(index, posInfo);
}
else
{
var posInfo = new CharacterStateInfo(pos, rotation, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
index++;
memState.Insert(index, posInfo);
}
break;
case ServerNetObject.ENTITY_EVENT:
int eventType = msg.ReadRangedInteger(0, 3);
switch (eventType)
{
case 0:
if (Inventory == null)
{
string errorMsg = "Received an inventory update message for an entity with no inventory (" + Name + ")";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
}
else
{
Inventory.ClientRead(type, msg, sendingTime);
}
break;
case 1:
byte ownerID = msg.ReadByte();
ResetNetState();
if (ownerID == GameMain.Client.ID)
{
if (controlled != null)
{
LastNetworkUpdateID = controlled.LastNetworkUpdateID;
}
Controlled = this;
IsRemotePlayer = false;
GameMain.Client.HasSpawned = true;
GameMain.Client.Character = this;
GameMain.LightManager.LosEnabled = true;
}
else if (controlled == this)
{
Controlled = null;
IsRemotePlayer = ownerID > 0;
}
break;
case 2:
ReadStatus(msg);
break;
case 3:
int skillCount = msg.ReadByte();
for (int i = 0; i < skillCount; i++)
{
string skillIdentifier = msg.ReadString();
float skillLevel = msg.ReadSingle();
info?.SetSkillLevel(skillIdentifier, skillLevel, WorldPosition + Vector2.UnitY * 150.0f);
}
break;
}
msg.ReadPadBits();
break;
}
}
public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
{
DebugConsole.NewMessage("READING CHARACTER SPAWN DATA", Color.Cyan);
if (GameMain.Server != null) return null;
bool noInfo = inc.ReadBoolean();
ushort id = inc.ReadUInt16();
string configPath = inc.ReadString();
string seed = inc.ReadString();
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
bool enabled = inc.ReadBoolean();
DebugConsole.Log("Received spawn data for " + configPath);
Character character = null;
if (noInfo)
{
if (!spawn) return null;
character = Character.Create(configPath, position, seed, null, true);
character.ID = id;
}
else
{
bool hasOwner = inc.ReadBoolean();
int ownerId = hasOwner ? inc.ReadByte() : -1;
byte teamID = inc.ReadByte();
bool hasAi = inc.ReadBoolean();
if (!spawn) return null;
CharacterInfo info = CharacterInfo.ClientRead(configPath, inc);
character = Create(configPath, position, seed, info, GameMain.Client.ID != ownerId, hasAi);
character.ID = id;
character.TeamID = teamID;
if (configPath == HumanConfigFile)
{
CharacterInfo duplicateCharacterInfo = GameMain.GameSession.CrewManager.GetCharacterInfos().FirstOrDefault(c => c.ID == info.ID);
GameMain.GameSession.CrewManager.RemoveCharacterInfo(duplicateCharacterInfo);
GameMain.GameSession.CrewManager.AddCharacter(character);
}
if (GameMain.Client.ID == ownerId)
{
GameMain.Client.HasSpawned = true;
GameMain.Client.Character = character;
Controlled = character;
GameMain.LightManager.LosEnabled = true;
character.memInput.Clear();
character.memState.Clear();
character.memLocalState.Clear();
}
}
character.Enabled = Controlled == character || enabled;
return character;
}
private void ReadStatus(NetBuffer msg)
{
bool isDead = msg.ReadBoolean();
if (isDead)
{
CauseOfDeathType causeOfDeathType = (CauseOfDeathType)msg.ReadRangedInteger(0, Enum.GetValues(typeof(CauseOfDeathType)).Length - 1);
AfflictionPrefab causeOfDeathAffliction = null;
if (causeOfDeathType == CauseOfDeathType.Affliction)
{
int afflictionIndex = msg.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1);
causeOfDeathAffliction = AfflictionPrefab.List[afflictionIndex];
}
byte severedLimbCount = msg.ReadByte();
if (!IsDead)
{
if (causeOfDeathType == CauseOfDeathType.Pressure)
{
Implode(true);
}
else
{
Kill(causeOfDeathType, causeOfDeathAffliction?.Instantiate(1.0f), true);
}
}
for (int i = 0; i < severedLimbCount; i++)
{
int severedJointIndex = msg.ReadByte();
AnimController.SeverLimbJoint(AnimController.LimbJoints[severedJointIndex]);
}
}
else
{
if (IsDead) Revive();
CharacterHealth.ClientRead(msg);
bool ragdolled = msg.ReadBoolean();
IsRagdolled = ragdolled;
}
}
}
}